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O t h e r A c t i v i t y o n Y o u r T u r n On your turn, you can move a distance up to your
Your turn can include a variety of flourishes that require speed. You can use as much or as little of your speed as
neither your action nor your move. you like on your turn, following the rules here.
You can com m unicate however you are able, through Your movement can include jumping, climbing, and
brief utterances and gestures, as you take your turn. swimming. These different m odes of movement can
You can also interact with one object or feature of the be com bined with walking, or they can constitute your
environment for free, during either your move or your entire move. However you’re moving, you deduct the
action. For example, you could open a door during your distance of each part of your move from your speed until
move as you stride toward a foe, or you could draw your it is used up or until you are done moving.
weapon as part of the sam e action you use to attack. The “Special Types of Movement’’ section in
If you want to interact with a second object, you need chapter 8 gives the particulars for jumping, climbing,
to use your action. S om e magic items and other special and swimming.
objects always require an action to use, as stated
in their descriptions. B r e a k i n g U p Y o u r M o v e
The DM might require you to use an action for any You can break up your movement on your turn, using
of these activities w hen it needs special care or when it som e of your speed before and after your action. For
presents an unusual obstacle. For instance, the DM example, if you have a speed of 30 feet, you can move
could reasonably expect you to use an action to open a 10 feet, take your action, and then move 20 feet.
stuck door or turn a crank to lower a drawbridge.
M o v i n g b e t w e e n A t t a c k s
R e a c t i o n s If you take an action that includes m ore than one
weapon attack, you can break up your movement even
Certain special abilities, spells, and situations allow
further by moving between those attacks. For example,
you to take a special action called a reaction. A reaction
a fighter w ho can make two attacks with the Extra
is an instant response to a trigger of som e kind, which
Attack feature and who has a speed of 25 feet could
can occur on your turn or on som eone else’s. The
move 10 feet, make an attack, move 15 feet, and then
opportunity attack, described later in this chapter, is the
attack again.
most com m on type of reaction.
W hen you take a reaction, you can’t take another one
U s in g D i f f e r e n t S p e e d s
until the start of your next turn. If the reaction interrupts
If you have m ore than one speed, such as your walking
another creature’s turn, that creature can continue its
speed and a flying speed, you can switch back and forth
turn right after the reaction.
between your speeds during your move. W henever you
switch, subtract the distance you've already m oved from
M o v e m e n t a n d Po s it io n the new speed. The result determines how much farther
In combat, characters and m onsters are in constant you can move. If the result is 0 or less, you can’t use the
motion, often using movement and position to gain new speed during the current move.
the upper hand. For example, if you have a speed of 30 and a flying
speed of 60 because a wizard cast the fly spell on you,
I n t e r a c t i n g w i t h O b j e c t s A r o u n d Y o u you could fly 20 feet, then walk 10 feet, and then leap
into the air to fly 30 feet more.
Here are a few examples of the sorts of thing you can do in
tandem with your movement and action:
D i f f i c u l t T e r r a i n
• draw or sheathe a sword
• open or close a door Combat rarely takes place in bare room s or on
• withdraw a potion from your backpack featureless plains. Boulder-strewn caverns, briar-
• pick up a dropped axe choked forests, treacherous staircases—the setting of
• take a bauble from a table a typical fight contains difficult terrain.
• remove a ring from your finger Every foot of movement in difficult terrain costs 1
• stuff some food into your mouth
extra foot. This rule is true even if multiple things in
• plant a banner in the ground
a space count as difficult terrain.
• fish a few coins from your belt pouch
• drink all the ale in a flagon Low furniture, rubble, undergrowth, steep stairs,
snow, and shallow bogs are examples o f difficult terrain.
• throw a lever or a switch
• pull a torch from a sconce The space of another creature, whether hostile or not,
• take a book from a shelf you can reach also counts as difficult terrain.
• extinguish a small flame
• don a mask B e i n g P r o n e
• pull the hood of your cloak up and over your head
Combatants often find themselves lying on the ground,
• put your ear to a door
either because they are knocked down or because they
• kick a small stone
throw themselves down. In the game, they are prone,
• turn a key in a lock
• tap the floor with a 10-foot pole a condition described in appendix A.
• hand an item to another character You can drop prone without using any of your
speed. Standing up takes m ore effort; doing so costs

